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https://github.com/OpenDiablo2/OpenDiablo2
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* delint_d2networking not sure what to do about lint error G110 on calls to `io.Copy`, warns about gzip compression bomb possibility, leaving those. all todo's have been left. * removed duplicate const
107 lines
3.2 KiB
Go
107 lines
3.2 KiB
Go
package d2server
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import (
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"log"
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"sync"
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"time"
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"github.com/OpenDiablo2/OpenDiablo2/d2networking/d2client/d2clientconnectiontype"
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"github.com/OpenDiablo2/OpenDiablo2/d2networking/d2netpacket"
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)
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const (
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numRetries = 3
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second = 1000
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)
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// ConnectionManager is responsible for cleanup up connections accepted by the game server.
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// As the server communicates over UDP and is stateless we need to implement some loose state
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// management via a ping/pong system. ConnectionManager also handles communication for
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// graceful shutdowns.
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type ConnectionManager struct {
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sync.RWMutex
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retries int // Number of attempts before the dropping the client
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interval time.Duration // How long to wait before each ping/pong test
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gameServer *GameServer // The GameServer with the connections being managed
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status map[string]int // Map of inflight ping/pong requests
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}
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// CreateConnectionManager constructs a new ConnectionManager and calls
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// ConnectionManager.Run() in a goroutine before retuning a pointer to
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// the new ConnectionManager.
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func CreateConnectionManager(gameServer *GameServer) *ConnectionManager {
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manager := &ConnectionManager{
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retries: numRetries,
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interval: time.Millisecond * second,
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gameServer: gameServer,
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status: make(map[string]int),
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}
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go manager.Run()
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return manager
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}
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// Run starts up any watchers for for the connection manager
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func (c *ConnectionManager) Run() {
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log.Print("Starting connection manager...")
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for {
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c.checkPeers()
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time.Sleep(c.interval)
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}
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}
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// checkPeers manages connection validation and cleanup for all peers.
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func (c *ConnectionManager) checkPeers() {
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for id, connection := range c.gameServer.clientConnections {
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if connection.GetConnectionType() == d2clientconnectiontype.Local {
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continue
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}
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if err := connection.SendPacketToClient(d2netpacket.CreatePingPacket()); err != nil {
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log.Printf("Cannot ping client id: %s", id)
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}
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c.RWMutex.Lock()
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c.status[id]++
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if c.status[id] >= c.retries {
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delete(c.status, id)
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c.Drop(id)
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}
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c.RWMutex.Unlock()
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}
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}
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// Recv simply resets the counter, acknowledging we have received a pong from the client.
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func (c *ConnectionManager) Recv(id string) {
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c.status[id] = 0
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}
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// Drop removes the client id from the connection pool of the game server.
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func (c *ConnectionManager) Drop(id string) {
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c.gameServer.RWMutex.Lock()
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defer c.gameServer.RWMutex.Unlock()
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delete(c.gameServer.clientConnections, id)
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log.Printf("%s has been disconnected...", id)
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}
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// Shutdown will notify all of the clients that the server has been shutdown.
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func (c *ConnectionManager) Shutdown() {
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// TODO: Currently this will never actually get called as the go routines are never signaled about the application termination.
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// Things can be done more cleanly once we have graceful exits however we still need to account for other OS Signals
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log.Print("Notifying clients server is shutting down...")
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for _, connection := range c.gameServer.clientConnections {
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err := connection.SendPacketToClient(d2netpacket.CreateServerClosedPacket())
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if err != nil {
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log.Printf("ConnectionManager: error sending ServerClosedPacket to client ID %s: %s", connection.GetUniqueID(), err)
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}
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}
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Stop()
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}
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